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- //---------------------------------------------------------
- //Native exceptions - legacy methods for direct access to specific postprocesses. Each one is evaluated and handled separately, this just connects them to the system.
- //!EV postprocess, does not directly use materials
- class PPEExposureNative: PPEClassBase
- {
- //g_Game.SetEVValue
- static const int PARAM_INTENSITY = 0;
-
- static const int L_0_NVG_OPTIC = 100;
- static const int L_0_NVG_GOGGLES = 200;
- static const int L_0_NVG_OFF = 300;
- static const int L_0_FLASHBANG = 400;
- static const int L_0_BURLAP = 500;
- static const int L_0_DEATH = 1000;
-
- override int GetPostProcessEffectID()
- {
- return PPEExceptions.EXPOSURE;
- }
-
- override void RegisterMaterialParameters()
- {
- RegisterParameterScalarFloat(PARAM_INTENSITY,"Intensity",0.0,-100.0,100.0); //no real range, it seems. -100..100 used
- }
-
- //! Overriden to handle the specific exception
- override void SetFinalParameterValue(int parameter_idx)
- {
- Param values = GetParameterCommandData(parameter_idx).GetCurrentValues();
- float value_var_float = Param1<float>.Cast(values).param1;
-
- g_Game.SetEVValue(value_var_float);
- //DbgPrnt("PPEDebug | SetFinalParameterValue | PPEExposureNative | float val: " + value_var_float);
- }
- }
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